Real world and virtual world cross-promotion
Summary by NHIP
Real and Virtual Object Cross-Promotion
The method cross-promotes real-world items by linking purchased goods to virtual avatars through redemption codes. Participants interact with virtual replicas to request real object details and purchase interfaces via their respective avatars.
Claim Score by NHIP
Abstract
Technologies are described herein for cross promoting real objects in a real world and virtual objects in a virtual world. A redemption code is received from a first participant in the virtual world. A virtual object corresponding to the redemption code is provided to the first participant. A request for information regarding the real object is received from a second participant of the virtual world and via the virtual object. Upon receiving the request via the virtual object, information regarding the real object is provided to the second participant and via the virtual object.

Term
3.8 yearsleft in the term
Expires 6 July 2030, including 889 days of term adjustment.
- Priority and filed
- Granted
- Today
- Expires
13 claims: 3 independent, 10 dependent
- 1A method of cross-promoting real objects in a real world and virtual objects in a virtual world, the method comprising:receiving a notification that a first participant of the virtual world has purchased a real object;in response to receiving the notification, providing, to the first participant, a redemption code;receiving, from the first participant of the virtual world, the redemption code, wherein the first participant is represented by a first avatar in the virtual world;providing, to the first participant, a virtual object that is a virtual replica of the real object purchased by the first participant and corresponding to the redemption code such that the first avatar gains possession and ownership of the virtual object in the virtual world;providing, from the first participant to a second participant of the virtual world, access to the virtual object in the virtual world, wherein the second participant is represented by a second avatar in the virtual world, and the second participant accesses the virtual object in the virtual world by utilizing the second avatar to interact with the virtual object in the virtual world;upon providing, from the first participant to the second participant, access to the virtual object, receiving, by a computer, from the second participant, a request of information regarding the real object in a real world, the second participant utilizing the second avatar to transmit the request via the virtual object while interacting with the virtual object;upon receiving the request via the virtual object, providing, to the second participant and via the virtual object, the information regarding the real object;providing, to the second participant and via the virtual object, an interface to purchase the real object via the virtual object;receiving, from the second participant and via the interface, payment to purchase the real object;and upon receiving the payment, providing the redemption code to the second participant.
- 10Broadest claimClaim Score 39, average(NHIP)A method of cross-promoting real objects in a real world and virtual objects in a virtual world, the method comprising:receiving a notification that a first participant of the virtual world has purchased a real object;in response to receiving the notification, providing, to the first participant, a redemption code;receiving, from the first participant of the virtual world, the redemption code, wherein the first participant is represented by a first avatar in the virtual world;providing, to the first participant, a virtual object that is a virtual replica of the real object and corresponding to the redemption code such that the first avatar gains possession and ownership of the virtual object in the virtual world;providing, from the first participant to a second participant of the virtual world, access to the virtual object in the virtual world, wherein the second participant is represented by a second avatar in the virtual world, and the second participant accesses the virtual object in the virtual world by utilizing the second avatar to interact with the virtual object in the virtual world;upon providing, from the first participant to the second participant, access to the virtual object, receiving, by a computer, from the second participant, a request of information regarding the real object in a real world, the second participant utilizing the second avatar to transmit the request via the virtual object while interacting with the virtual object;upon receiving the request via the virtual object, providing, to the second participant and via the virtual object, information regarding the real object and an interface to purchase the real object;receiving, from the second participant and via the virtual object, payment for the purchase of the real object;and upon receiving the payment, providing the redemption code to the second participant.
- 12An optical disk, a magnetic disk storage device, or a solid state storage device having computer-executable instructions stored thereon which, when executed by a computer, cause the computer to:provide a redemption code to a first participant of a virtual world from the purchase of a real object by the first participant, the first participant represented by a first avatar in the virtual world;receive, from the first participant, the redemption code;retrieve a virtual object that is a virtual replica of the real object and based on the redemption code, wherein the virtual object may be operated in a similar fashion to the real object;provide, to the first participant, the virtual object such that the first avatar gains possession and ownership of the virtual object in the virtual world;provide, from the first participant to a second participant of the virtual world, access to the virtual object in the virtual world, the second participant represented by a second avatar in the virtual world, the second participant accessing the virtual object in the virtual world by utilizing the second avatar to interact with the at least one operable function of the virtual object in the virtual world;upon providing, from the first participant to the second participant, access to the virtual object, receive, from the second participant, a request for information regarding the real object in a real world, the second participant utilizing the second avatar to transmit the request via the virtual object while interacting with the virtual object, the information regarding the real object comprising specifications regarding the real object including a brand name and price of the real object;upon receiving the request, providing, to the second participant and via the virtual object, information regarding the real object and an interface to purchase the real object;receiving, from the second participant and via the virtual object, payment for the purchase of the real object;and upon receiving the payment, providing the redemption code to the second participant.
Independent claims3
49 paragraphs in 4 sections, as filed
BACKGROUND
In recent years, massively multiplayer online (“MMO”) computer applications, such as massively multiplayer role-playing games (“MMORPGs”), have become extremely popular not only with serious gamers, but also with casual gamers and other Internet users. One example of a MMO computer application enables a participant to create and develop a fictional character in a virtual world. The fictional character is usually associated with an avatar or some other visual representation that enables other participants to recognize the particular fictional character. A given participant may develop, among other things, a storyline, a reputation, and attributes of her fictional character by interacting in the virtual world via the fictional character. Other examples of MMO computer applications may not involve the creation of a virtual world representation of the participant.
The virtual world typically includes an environment with a variety of virtual locations containing a variety of virtual objects. In some cases, the virtual locations and the virtual objects mimic realistic locations and objects, while in other cases, the virtual locations and virtual objects are fanciful creations. MMO computer applications generally permit the fictional character to travel across the virtual locations and interact with the virtual objects and other fictional characters.
Advertising in the modern age has proven to be increasingly challenging. In particular, conventional advertising techniques have become less effective especially in recent times. Consumers are now provided with substantially more entertainment options than just a few years ago, thereby reducing the number of consumers that are exposed to a given advertisement. Further, new technologies, such as portable music players, satellite radio, and digital video recorders (“DVRs”), have allowed the users to avoid or skip conventional advertisements entirely.
As advertisers try to find ways to reach more consumers, one advertising medium that has become more attractive are virtual worlds, like MMO computer applications. The number of participants in MMO computer applications has steadily increased in recent times, and this trend shows little, if any, signs of reversing. Further, MMO computer applications provide a single entertainment destination for many Internet users and gamers, thereby enabling advertisers to reach a larger number of consumers through a single advertising medium. As computer and Internet technologies continue to improve to provide more and better ways to include real-world advertisements within the virtual world, MMO computer applications will continue to grow as a significant advertising medium.
It is with respect to these considerations and others that the disclosure made herein is presented.
SUMMARY
Technologies are described herein for cross-promoting real objects in a real world and virtual objects in a virtual world. In particular, through the utilization of the technologies and concepts presented herein, real objects in the real world are utilized to promote virtual objects in the virtual world. For example, upon purchasing the real object, a virtual world participant may receive a redemption code. In its simplest form, the redemption code may be printed on paper. The redemption code may also be stored in a bar code, a magnetic strip, or other suitable technology. The redemption code may be entered in a redemption code interface in the virtual world to receive a corresponding virtual object. Likewise, virtual objects in the virtual world are utilized to promote real objects in the real world. For example, interacting with the virtual object may provide information regarding the real object. The virtual object may also provide a purchasing interface for purchasing the real object.
According to one aspect presented herein, a computer program is provided for cross-promoting real objects in a real world and virtual objects in a virtual world. The computer program receives, from a first participant of the virtual world, a redemption code. The computer program provides, to the first participant, a virtual object corresponding to the redemption code. Upon receiving the virtual object, the first participant may allow other participants, such as a second participant, of the virtual world to view and interact with the virtual object. The computer program receives, from the second participant and via the virtual object, a request for information regarding a real object. Upon receiving the request, the computer program provides, to the second participant and via the virtual object, the information regarding the real object.
It should be appreciated that although the features presented herein are described in the context of a MMO computer application, these features may be utilized with any type of virtual world or environment including, but not limited to, other types of games as well as online social communities. It should also be appreciated that the above-described subject matter may also be implemented as a computer-controlled apparatus, a computer process, a computing system, or as an article of manufacture such as a computer-readable medium. These and various other features will be apparent from a reading of the following Detailed Description and a review of the associated drawings.
This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended that this Summary be used to limit the scope of the claimed subject matter. Furthermore, the claimed subject matter is not limited to implementations that solve any or all disadvantages noted in any part of this disclosure.
BRIEF DESCRIPTION OF THE DRAWINGS
<figref idrefs="DRAWINGS">FIG. 1</figref> is a network architecture diagram showing aspects of a network architecture capable of implementing a virtual world;
<figref idrefs="DRAWINGS">FIG. 2</figref> is a screen display diagram showing an illustrative screenshot of a virtual home within the virtual world, in accordance with one embodiment;
<figref idrefs="DRAWINGS">FIG. 3</figref> is a screen display diagram showing an illustrative screenshot of a redemption code interface within the virtual world, in accordance with one embodiment;
<figref idrefs="DRAWINGS">FIG. 4</figref> is a screen display diagram showing an illustrative screenshot of an information window and a purchase interface;
<figref idrefs="DRAWINGS">FIG. 5</figref> is a flow diagram showing an illustrative process for cross promoting a real object in a real world and a virtual object in the virtual world, in accordance with one embodiment; and
<figref idrefs="DRAWINGS">FIG. 6</figref> is a computer architecture diagram showing aspects of an illustrative computer hardware architecture for a computing system capable of implementing the embodiments presented herein.
DETAILED DESCRIPTION
The following detailed description is directed to technologies for real world and virtual world cross promotion. Through the utilization of the technologies and concepts presented herein, a first virtual world participant (hereinafter referred to as a first participant) may purchase a real object in the real world. Upon purchasing the real object, the first participant may receive a redemption code, which may be used to retrieve a corresponding virtual object in the virtual world. The redemption code is essentially a way to promote the virtual object utilizing the real object. Upon retrieving the virtual object, the first participant may allow other virtual participants, such as a second virtual world participant (hereinafter referred to as a second participant) to view and interact with the virtual object. For example, the second participant may interact with the virtual object to receive information regarding the real object as well as to purchase the real object. The information provided via the virtual object is essentially a way to promote the real object utilizing the virtual object. The information may also include a coupon that can be applied to the purchase of the real object.
While the subject matter described herein is presented in the general context of program modules that execute in conjunction with the execution of an operating system and application programs on a computer system, those skilled in the art will recognize that other implementations may be performed in combination with other types of program modules. Generally, program modules include routines, programs, components, data structures, and other types of structures that perform particular tasks or implement particular abstract data types. Moreover, those skilled in the art will appreciate that the subject matter described herein may be practiced with other computer system configurations, including hand-held devices, multiprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers, and the like.
As used herein, the term virtual world refers to a computer-implemented environment, which may include simulated, lifelike environments as well as fanciful, non-existing environments. Exemplary virtual worlds may include any massively multiplayer online (“MMO”) computer application including, but not limited to, massively multiplayer online role-playing games (“MMORPGs”), virtual social communities, and virtual reality computer applications. In one embodiment, the MMO computer application simulates a real world environment. For example, the virtual world may be defined by a number of rules, such as the presence of gravity or the lack thereof. In other embodiments, the MMO computer application includes a fanciful environment that does not simulate a real world environment.
The virtual world is generally inhabited by avatars, which are virtual or symbolic representations of real world participants (hereinafter referred to as participants). As such, each avatar is typically associated with and controlled by a particular participant. Avatars may include two-dimensional and/or three-dimensional images. Through the virtual world, the avatars may interact with other avatars, as well as with virtual objects. Virtual objects may include virtual representations of real world objects, such as houses, cars, billboards, clothes, and soda cans, as well as fanciful creations, such as a teleportation machine or a flying car. According to exemplary embodiments, one or more virtual objects and one or more avatars in the virtual world are capable of providing an advertisement. The avatars and the virtual objects utilized in the virtual world may or may not be animated images.
As used herein, the term “cross promotion” refers generally to the utilization of real world objects to promote virtual objects as well as the utilization of virtual objects to promote real world objects. In an illustrative example, a first participant may purchase a real plasma television or other real object from a major department store or an online retailer. Upon purchasing the real plasma television, the first participant may receive a redemption code. The redemption code may found, for example, inside the box containing the television or on a receipt. In its simplest form, the redemption code may be printed on paper. The redemption code may also be stored in any suitable technology including, but not limited to, a bar code, a magnetic strip, or other suitable technology. The virtual world may provide a redemption code interface with which the first participant may enter the redemption code. Upon sending the redemption code, the first participant may receive a virtual plasma television or other virtual object. The first participant, via a corresponding avatar, may view and utilize the virtual object. In one embodiment, the virtual object corresponds to the real object. For example, the virtual plasma television may be a virtual replica of the real plasma television. In another embodiment, the virtual object is unrelated to the real object.
Once the virtual object is in the virtual world, the first participant may allow other participants to view and interact with the virtual object. In the illustrative example, a second virtual world participant, via a corresponding avatar, may view and interact with the virtual plasma television inside the virtual home of the first participant. Upon interacting with the virtual plasma television, the second participant may be provided with information regarding the real plasma television. The information provided may include advertising information, purchasing information, and the like. In one embodiment, the information further includes a coupon that can be applied to the purchase of the real plasma television. The second participant may also be provided with a purchasing interface, such as a virtual storefront, with which the second participant may directly purchase the real plasma television.
In the following detailed description, references are made to the accompanying drawings that form a part hereof, and which are shown by way of illustration specific embodiments or examples. Referring now to the drawings, in which like numerals represent like elements through the several figures, aspects of a computing system and methodology for providing advertising in a virtual world will be described. In particular, <figref idrefs="DRAWINGS">FIG. 1</figref> illustrates a simplified network architecture <b>100</b> for a virtual world. The network architecture <b>100</b> shown in <figref idrefs="DRAWINGS">FIG. 1</figref> includes a server computer <b>102</b>, a client device <b>104</b>, and a computing device <b>106</b>, all of which are operatively coupled via a network <b>108</b>. The network <b>108</b> may be any suitable network, such as a local area network (“LAN”) or the Internet. Although only one client device <b>104</b> and one computing device <b>106</b> are illustrated in <figref idrefs="DRAWINGS">FIG. 1</figref>, the network architecture <b>100</b> may include multiple client devices and multiple computing devices in any suitable network configuration.
The client device <b>104</b> may be any suitable processor-based device, such as a computer or a gaming device. Exemplary gaming devices include the XBOX and the XBOX 360 from MICROSOFT CORPORATION, the WII from NINTENDO COMPANY, LIMITED, and the PLAYSTATION 3 and the PSP from SONY CORPORATION. Although not so illustrated in <figref idrefs="DRAWINGS">FIG. 1</figref>, the client device <b>104</b> may be coupled to any suitable peripheral devices to enable the participant to experience and interact with the virtual world. Exemplary peripheral devices may include an input device, such as a keyboard, a mouse, a microphone, and a game controller, and an output device, such as a display and speakers. Some peripheral devices may even provide both input and output functionality. For example, a game controller may provide vibration feedback.
As shown in <figref idrefs="DRAWINGS">FIG. 1</figref>, the client device <b>104</b> includes a virtual world client module <b>120</b>, which interacts with the virtual world server module <b>110</b> executing on the server computer <b>102</b>. In particular, the virtual world client module <b>120</b> may receive and process data from virtual world server module <b>110</b> and output the data to output devices coupled to the client device <b>104</b>. Further, the virtual world client module <b>120</b> may receive data from input devices coupled to the client device <b>104</b> and transmit the data to the virtual world server module <b>110</b>.
The virtual world client module <b>120</b> may include any suitable component for accessing the virtual world server module <b>110</b>. In one example, the virtual world client module <b>120</b> may be a computer application configured to locally provide at least a portion of the virtual world for the client device <b>104</b>. In this way, the amount of data retrieved from the server computer <b>102</b> by the client device <b>104</b> to generate the virtual world may be reduced. In another example, the virtual world client module <b>120</b> may be a web browser configured to retrieve the virtual world from the virtual world server module <b>110</b>. Since many public computers, such as those found in Internet cafes, commonly have a web browser installed and prohibit the installation of new computer applications, providing participants a way to access the virtual world via the web browser may provide greater accessibility and convenience.
As shown in <figref idrefs="DRAWINGS">FIG. 1</figref>, the server computer <b>102</b> includes a virtual world server module <b>110</b> and a cross promotion module <b>112</b>. The virtual world server module <b>110</b> generally administers the virtual world and serves as a conduit between multiple client devices, including the client device <b>104</b>. The cross promotion module <b>112</b> generally enables cross promotion between a real object and a virtual object. The cross promotion module <b>112</b> includes a redemption code interface <b>114</b>, a virtual object database <b>116</b>, a purchasing interface <b>118</b>, and a real object database <b>124</b>, as illustrated in <figref idrefs="DRAWINGS">FIG. 1</figref>. The redemption code interface <b>114</b> may provide an interface with which a participant can enter a redemption code to retrieve a corresponding virtual object. The virtual object database <b>116</b> may include virtual objects, which are retrieved by entering the redemption code. The purchasing interface <b>118</b> may provide an interface with which a participant can purchase the real world object via the virtual object. The real object database <b>124</b> may include information regarding real objects, such as advertising information, purchasing information, and the like. The real object database <b>124</b> may further include coupons that can be applied to the purchase of real objects. The operations of the redemption code interface <b>114</b>, the virtual object database <b>116</b>, purchasing interface <b>118</b>, and the real object database <b>124</b> are described in greater detail below with respect to <figref idrefs="DRAWINGS">FIGS. 2-5</figref>.
When a participant desires to access the virtual world, the participant may initiate the virtual world client module <b>120</b> to establish a session with the virtual world server module <b>110</b> via the network <b>108</b>. During the session, the virtual world server module <b>110</b> may transmit data (e.g., environment layouts, avatar movements of other participants) associated with the virtual world to the virtual world client module <b>120</b>. Similarly, the virtual world client module <b>120</b> may transmit data from associated input devices to the virtual world server module <b>110</b>. The virtual world client module <b>120</b> may further interact with the cross promotion module <b>112</b> to cross promote real world objects in the real world and virtual objects in the virtual world. Alternatively, the virtual world server module <b>110</b> may act as a conduit between the virtual world client module <b>120</b> and the cross promotion module <b>112</b> such that virtual world client module <b>120</b> and the cross promotion module <b>112</b> need not directly communicate.
Turning now to <figref idrefs="DRAWINGS">FIG. 2</figref>, an illustrative screenshot <b>200</b> of the virtual world provided by the virtual world server module <b>110</b> and the virtual world client module <b>120</b> is shown, in accordance with one embodiment. A first participant <b>202</b> may view the screenshot <b>200</b> on a display <b>204</b> operatively coupled to the client device <b>104</b>. The screenshot <b>200</b> illustrates a portion of a virtual home owned by the first participant <b>202</b>.
As shown in <figref idrefs="DRAWINGS">FIG. 2</figref>, the screenshot <b>200</b> includes a first avatar <b>206</b> and a second avatar <b>208</b> standing inside a virtual home <b>218</b>. The first avatar <b>206</b> is a fictional representation of the first participant <b>202</b> in the virtual world. In one embodiment, the first participant <b>202</b> controls the movement of the first avatar <b>206</b> within the virtual world via an input device (not shown), such a keyboard, mouse, and game controller, operatively coupled to the client device <b>104</b>. The first participant <b>202</b> may utilize the first avatar <b>206</b> to interact with other avatars, such as a second avatar <b>208</b>, in the virtual world. The second avatar <b>208</b> may be the fictional representation of a second participant <b>210</b> associated with a second client device (not shown) at a remote location.
As illustrated in the screenshot <b>200</b>, the virtual home <b>218</b> includes a couch <b>212</b> and a virtual plasma television <b>214</b>. In one embodiment, the virtual plasma television <b>214</b> is obtained upon the first participant <b>202</b> entering a corresponding redemption code. The redemption code may be received upon the first participant <b>202</b> purchasing a real plasma television <b>216</b> from, for example, a major department store or an online retailer. The store from which the first participant <b>202</b> purchased the real plasma television <b>216</b> may provide the redemption code in a receipt, via an electronic mail, or by other suitable transmission means. The first participant <b>202</b> may then enter the redemption code into a redemption code interface <b>302</b>, as illustrated in <figref idrefs="DRAWINGS">FIG. 3</figref>.
Turning now to <figref idrefs="DRAWINGS">FIG. 3</figref>, an illustrative screenshot <b>300</b> of the virtual world provided by the virtual world server module <b>110</b> and the virtual world client module <b>120</b> is shown, in accordance with one embodiment. The screenshot <b>300</b> includes an entry window <b>304</b> with which the first participant <b>202</b> may enter a redemption code <b>308</b>. In the example illustrated in <figref idrefs="DRAWINGS">FIG. 3</figref>, the redemption code <b>308</b> is “VIRTUAL_PLASMA_TELEVISON_CODE,” which is entered into the entry window <b>304</b>. Upon entering the redemption code <b>308</b>, the first participant <b>202</b> may click on the submit button <b>306</b> to submit the redemption code <b>308</b>.
Upon receiving the redemption code <b>308</b>, the cross promotion module <b>112</b> may retrieve a virtual object corresponding to the redemption code <b>308</b> from the virtual object database <b>116</b>. In the illustrative example, the virtual plasma television <b>214</b> corresponds to the redemption code <b>308</b>. Accordingly, upon submitting the redemption code <b>308</b>, the first participant <b>202</b> may receive the virtual plasma television <b>214</b> from the virtual object database <b>116</b>. In one embodiment, the virtual plasma television <b>214</b> is a virtual replica of the real plasma television <b>216</b> purchased by the first participant <b>202</b>. In another embodiment, the virtual object obtained via the redemption code may be unrelated to the real object purchased to receive redemption code.
Referring again to <figref idrefs="DRAWINGS">FIG. 2</figref>, the first participant <b>202</b> has placed the virtual plasma television <b>214</b> in front of the couch <b>212</b>. Once the virtual plasma television <b>214</b> is inside the virtual home <b>218</b>, other participants may view the virtual plasma television <b>214</b> via their corresponding avatars. In the example illustrated in <figref idrefs="DRAWINGS">FIG. 2</figref>, the first avatar <b>206</b>, which is controlled by the first participant <b>202</b>, has invited the second avatar <b>208</b>, which is controlled by the second participant <b>210</b>, into the virtual home <b>218</b>. In one embodiment, the second participant <b>210</b> may click on or otherwise interact with the virtual plasma television <b>214</b>. For example, the second avatar <b>208</b> may interact with the virtual plasma television <b>214</b>. Upon clicking on or otherwise interacting with the virtual plasma television <b>214</b>, the second participant <b>210</b> may be provided with information related to the real plasma television <b>216</b> purchased by the first participant <b>202</b>.
Turning now to <figref idrefs="DRAWINGS">FIG. 4</figref>, an illustrative screenshot <b>400</b> of the virtual world provided by the virtual world server module <b>110</b> and the virtual world client module <b>120</b> is shown, in accordance with one embodiment. The screenshot <b>400</b> includes an advertising window <b>420</b> including advertising information <b>402</b>, <b>404</b>, <b>406</b>, <b>408</b> and purchasing information <b>410</b> regarding the real plasma television <b>216</b>. In one embodiment, the advertising <b>402</b>, <b>404</b>, <b>406</b>, <b>408</b> and the purchasing information <b>410</b> are retrieved from the real object database <b>124</b>. The first advertising information <b>402</b> displays the brand name and model associated with the real plasma television <b>216</b>. The second advertising information <b>404</b> displays the diagonal screen size associated with the real plasma television <b>216</b>. The third advertising information <b>406</b> displays the screen resolution associated with the real plasma television <b>216</b>. The fourth advertising information <b>408</b> displays the weight of the real plasma television <b>216</b>. The purchasing information <b>410</b> displays the price of the real plasma television <b>216</b>.
It should be appreciated that the advertising information <b>402</b>, <b>404</b>, <b>406</b>, <b>408</b> and the purchasing information <b>410</b> described herein is simplified for ease of illustration. In other embodiments, the advertising information may include any suitable information relevant to advertising or for purchasing the real plasma television <b>216</b>. Further, the advertising information and the purchasing information may include text, audio, images, video, or combinations thereof.
As illustrated in <figref idrefs="DRAWINGS">FIG. 4</figref>, the advertising window <b>420</b> further includes a purchase button <b>412</b>. Upon clicking on the purchase button <b>412</b>, the second participant <b>210</b> may view the purchasing interface <b>118</b>. In another embodiment, the purchase button <b>412</b> links to an external website for purchasing the real plasma television <b>216</b>. The purchasing interface <b>118</b> includes a quantity window <b>414</b> with which the second participant <b>210</b> can enter a quantity of real plasma televisions <b>216</b> to purchase. The purchasing interface <b>118</b> further includes a credit card window <b>416</b> with which the second participant <b>210</b> can enter a credit card number to purchase the selected quantity of real plasma televisions <b>216</b>. The purchasing interface <b>118</b> may include other payment options (not shown), such as payment by check or payment via third-party payment service (e.g. PAYPAL). Upon entering the quantity in the quantity window <b>414</b> and the credit card number in the credit card window <b>416</b>, the second participant <b>210</b> may click on a submit button <b>418</b> to complete the purchase of the selected quantity of real plasma televisions <b>216</b>.
As shown above with respect to <figref idrefs="DRAWINGS">FIGS. 2</figref>, <b>3</b>, and <b>4</b>, a virtual world participant, such as the first participant <b>202</b>, may purchase a real object in the real world and receive a redemption code upon purchasing the real object. The first participant <b>202</b> may enter the redemption code into a redemption code interface provided within the virtual world. Upon entering the redemption code, the first participant <b>202</b> may receive a virtual object corresponding to the redemption code. As the first participant <b>202</b> displays and utilizes the virtual object in the virtual world, another participant, such as the second participant <b>210</b>, may become interested in the virtual object. Upon viewing and interacting with the virtual object, the second participant <b>210</b> may receive information, such as advertising information and purchasing information, regarding the real object. The second participant <b>210</b> may further receive a purchasing interface with which to purchase the real object.
Turning now to <figref idrefs="DRAWINGS">FIG. 5</figref>, additional details will be provided regarding the cross-promotion of real object and virtual objects. In particular, <figref idrefs="DRAWINGS">FIG. 5</figref> is a flow diagram illustrating aspects of one method provided herein for cross-promoting real objects in the real world and virtual objects in the virtual world. It should be appreciated that the logical operations described herein are implemented (1) as a sequence of computer implemented acts or program modules running on a computing system and/or (2) as interconnected machine logic circuits or circuit modules within the computing system. The implementation is a matter of choice dependent on the performance and other requirements of the computing system. Accordingly, the logical operations described herein are referred to variously as states, operations, structural devices, acts, or modules. These operations, structural devices, acts, and modules may be implemented in software, in firmware, in special purpose digital logic, and any combination thereof. It should be appreciated that more or fewer operations may be performed than shown in the figures and described herein. These operations may also be performed in a different order than those described herein.
Referring to <figref idrefs="DRAWINGS">FIG. 5</figref>, a routine <b>500</b> begins at operation <b>502</b>, where the cross promotion module <b>112</b> receives a redemption code, such as the redemption code <b>308</b>, from a first participant, such as the first participant <b>202</b>. In one embodiment, the first participant <b>202</b> enters the redemption code <b>308</b> in a redemption code interface, such as the redemption code interface <b>114</b>. For example, the redemption code interface <b>114</b> may be a selectable option provided by the virtual client module <b>120</b>.
The first participant <b>202</b> may receive the redemption code <b>308</b> upon purchasing a real object, such as the real plasma television <b>216</b>. In one example, the redemption code <b>308</b> is included in an insert included in a packaging box along with the real plasma television <b>216</b>. In a second example, the redemption code <b>308</b> is printed on a receipt provided to the first participant <b>202</b> upon purchasing the real plasma television <b>216</b>. In a third example, the redemption code <b>308</b> is sent to the first participant <b>202</b> via electronic mail upon, for example, completing an online warranty registration. Upon receiving the redemption code, the routine <b>500</b> continues to operation <b>504</b>.
At operation <b>504</b>, the cross promotion module <b>112</b> retrieves a virtual object, such as a virtual plasma television <b>214</b>, based on the redemption code input in operation <b>502</b>. In particular, the redemption code may correspond to a particular virtual object in the virtual object database <b>116</b>. For example, the redemption code <b>308</b> (i.e., “VIRTUAL_PLASMA_TELEVISON_CODE”) corresponds to the virtual plasma television <b>214</b>. Upon retrieving the virtual object from the virtual object database <b>116</b>, the routine <b>500</b> continues to operation <b>506</b>, where the cross promotion module <b>112</b> provides the virtual object, such as the virtual plasma television <b>214</b>, to the first participant <b>202</b>.
In one embodiment, the first participant <b>202</b> and the second participant <b>210</b> may utilize and interact with the virtual plasma television <b>214</b> via corresponding avatars, such as the first avatar <b>206</b> and the second avatar <b>208</b>, respectively. In one embodiment the virtual plasma television <b>214</b> is a replica of the real plasma television <b>216</b>. For example, the first avatar <b>206</b> may operate the virtual plasma television <b>214</b> in a similar fashion as the first participant <b>202</b> may operate the real plasma television <b>216</b>. In another embodiment, the virtual object is unrelated to the real object.
The routine <b>500</b> continues to operation <b>508</b>, where the cross promotion module <b>112</b> receives a request, via the virtual object, for information regarding the real object. For example, the second participant <b>210</b> may click on the virtual plasma television <b>214</b> to request the information. At operation <b>510</b>, upon receiving the request for information, the cross promotion module <b>112</b> provides the requested information to the second participant <b>210</b>. In one embodiment, the requested information is retrieved from the real object database <b>124</b>. The requested information may include any suitable information, such as advertising information and purchasing information. The advertising information may include specifications regarding the real object. For example, advertising information regarding the real plasma television <b>216</b> may include the brand name, the model, the screen size, the dimensions, the resolution, and the weight. The purchasing information may include the price of the real object, information regarding the accessories associated with the real object, shipping information, and warranty information.
The purchasing information may also include an option to directly purchase the real object via the virtual object. For example, the second participant <b>210</b> may click on the purchase button <b>412</b> to purchase the real plasma television <b>216</b>. In particular, upon clicking the purchase button <b>412</b>, the cross promotion module <b>112</b> may provide the purchasing interface <b>118</b> to the second participant <b>210</b>. The purchasing interface <b>118</b> may provide a number of different options for purchasing the real object.
Referring now to <figref idrefs="DRAWINGS">FIG. 6</figref>, an exemplary computer architecture diagram showing aspects of a computer <b>600</b> is illustrated. Examples of the computer <b>600</b> may include the server computer <b>102</b>, the client device <b>104</b>, and the computing device <b>106</b>. The computer <b>600</b> includes a processing unit <b>602</b> (“CPU”), a system memory <b>604</b>, and a system bus <b>606</b> that couples the memory <b>604</b> to the CPU <b>602</b>. The computer <b>600</b> further includes a mass storage device <b>612</b> for storing one or more program modules <b>614</b> and one or more databases <b>616</b>. Examples of the program modules <b>614</b> may include the cross promotion module <b>112</b>, the redemption code interface <b>114</b>, and the purchasing interface <b>118</b>. Examples of the databases <b>616</b> may include the virtual object database <b>116</b> and the real object database <b>124</b>. The mass storage device <b>612</b> is connected to the CPU <b>602</b> through a mass storage controller (not shown) connected to the bus <b>606</b>. The mass storage device <b>612</b> and its associated computer-readable media provide non-volatile storage for the computer <b>600</b>. Although the description of computer-readable media contained herein refers to a mass storage device, such as a hard disk or CD-ROM drive, it should be appreciated by those skilled in the art that computer-readable media can be any available computer storage media that can be accessed by the computer <b>600</b>.
By way of example, and not limitation, computer-readable media may include volatile and non-volatile, removable and non-removable media implemented in any method or technology for storage of information such as computer-readable instructions, data structures, program modules, or other data. For example, computer-readable media includes, but is not limited to, RAM, ROM, EPROM, EEPROM, flash memory or other solid state memory technology, CD-ROM, digital versatile disks (“DVD”), HD-DVD, BLU-RAY, or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by the computer <b>600</b>.
According to various embodiments, the computer <b>600</b> may operate in a networked environment using logical connections to remote computers through a network such as the network <b>108</b>. The computer <b>600</b> may connect to the network <b>108</b> through a network interface unit <b>610</b> connected to the bus <b>606</b>. It should be appreciated that the network interface unit <b>610</b> may also be utilized to connect to other types of networks and remote computer systems. The computer <b>600</b> may also include an input/output controller <b>608</b> for receiving and processing input from a number of input devices (not shown), including a keyboard, a mouse, a microphone, and a game controller. Similarly, the input/output controller <b>608</b> may provide output to a display or other type of output device (not shown).
Based on the foregoing, it should be appreciated that technologies for cross-promoting real objects in the real world and virtual objects in the virtual world are presented herein. Although the subject matter presented herein has been described in language specific to computer structural features, methodological acts, and computer readable media, it is to be understood that the invention defined in the appended claims is not necessarily limited to the specific features, acts, or media described herein. Rather, the specific features, acts and mediums are disclosed as example forms of implementing the claims.
The subject matter described above is provided by way of illustration only and should not be construed as limiting. Various modifications and changes may be made to the subject matter described herein without following the example embodiments and applications illustrated and described, and without departing from the true spirit and scope of the present invention, which is set forth in the following claims.
Contents4
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120 transactions on the USPTO file
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Numbers
- Publication
- 08719077
- Publication, DOCDB
- 8719077
- Publication, EPODOC
- US8719077
- Application
- 12022122
- Application, DOCDB
- 2212208
- Application, EPODOC
- US20080022122
Titles
- English
- Real world and virtual world cross-promotion
Patent term adjustment
- A delay
- +826 daysthe office missed an examination deadline
- B delay
- +179 dayspendency past three years
- Applicant delay
- −116 days
- Net adjustment
- 889 days
Classification
- CPC, 2
- G06Q30/02
- G06Q30/0222
- IPC, 2
- G06Q30 02
- G06Q40 00
- USPC, 12
- 705014400
- 345419000
- 379114030
- 463032000
- 705014160
- 705014410
- 705027200
- 705302000
- 715706000
- 715751000
- 715757000
- 715769000